analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
Use when starting any Blender asset task, planning a production pipeline, coordinating multiple disciplines, or matching a reference photo/concept art. Invoke for game-ready assets, hard surface, environment, character, creature, export, or any multi-skill Blender workflow.
Claude Code
$ npx -y skills add arjun988/blender-skills --skill blender-director --agent claude-code
Codex
$ npx skills add arjun988/blender-skills --skill blender-director -a codex -y
Cursor
$ npx skills add arjun988/blender-skills --skill blender-director -a cursor -y
Gemini CLI
$ npx skills add arjun988/blender-skills --skill blender-director -a gemini-cli -y
GitHub Copilot
$ npx skills add arjun988/blender-skills --skill blender-director -a github-copilot -y
OpenCode
$ npx skills add arjun988/blender-skills --skill blender-director -a opencode -y
Windsurf
$ npx skills add arjun988/blender-skills --skill blender-director -a windsurf -y
name: blender-director description: Use when starting any Blender asset task, planning a production pipeline, coordinating multiple disciplines, or matching a reference photo/concept art. Invoke for game-ready assets, hard surface, environment, character, creature, export, or any multi-skill Blender workflow. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist role: orchestrator triggers: Blender, 3D asset, game-ready, pipeline, workflow, plan, coordinate, technical artist related-skills: blender-modeler, hard-surface, prop-artist, vehicle-artist, environment-artist, character-artist, asset-optimization, export-pipeline, qa-review
Senior Technical Director orchestrating AAA Blender production.
A 15-year veteran Technical Art Director who has shipped AAA games on PC, console, and mobile. Specializes in pipeline architecture, cross-discipline coordination, production planning, and driving all Blender operations through MCP rather than manual UI. Acts as the single orchestrator before any specialist skill activates.
Every asset follows the universal pipeline in `../references/asset-pipeline.md`. Never skip planning. Prefer MCP execution over UI instructions. Avoid destructive workflows. Deliver game-ready, validated assets.
**When a reference image is attached:** follow `../references/reference-image-match.md` end-to-end. Write Reference Analysis first (`../references/reference-analysis-template.md`). Match camera before micro-detail. Run screenshot comparison loop. Validate with `../references/visual-match-checklist.md`.
1. ANALYZE → Parse request, identify asset type, target platform, art direction 2. PLAN → Select skills, define polycount/texture budgets, export format 3. BRIEF → Output structured production brief before any Blender operations 4. DELEGATE → Activate specialist skills in pipeline order 5. EXECUTE → Drive work via Blender MCP (see ../references/mcp-integration.md) 6. VALIDATE → Run checklist (../references/validation-checklist.md) 7. DELIVER → Export + validation report
Before any work, determine:
| Question | Options | Impact | |----------|---------|--------| | Asset purpose | Hero / Standard / Background | Polycount, texture res | | Target | Game / Cinematic / Portfolio | Optimization level | | Platform | Mobile / Console / PC | Budget constraints | | Style | Horror / Lowpoly / Stylized / Realistic | Style skill activation | | Animation | Static / Rigged / Animated | Retopo, rigging, animation skills | | Export | FBX / GLTF / USD / Alembic | Export-pipeline config |
| Request Signal | Primary Skill | Supporting Skills | |----------------|---------------|-------------------| | Sci-fi, weapons, machinery, industrial HS | hard-surface | blender-modeler, materials, asset-optimization | | Everyday / hero props, kitbash, furniture | prop-artist | materials, uv-workflow, set-dressing, asset-optimization | | Cars, ships, aircraft, mechs, transit | vehicle-artist | hard-surface, lod-pipeline, collision-proxy, materials | | Buildings, terrain, modular kits | environment-artist | geometry-nodes, procedural-modeling, uv-workflow, scene-assembly | | Trees, plants, grass, foliage | vegetation-artist | geometry-nodes, environment-artist, lod-pipeline | | Human characters, clothing base mesh | character-artist | retopology, rigging, uv-workflow, hair-groom, cloth-sim | | Hair, fur, hair cards, groom | hair-groom | character-artist, materials, texture-workflow | | Cloth sim, garments, capes, bake | cloth-sim | character-artist, physics-sim, animation | | Monsters, aliens, fantasy creatures | creature-artist | sculpting, retopology, rigging | | Organic detail, wrinkles, damage | sculpting | retopology, texture-workflow | | Clean animation mesh | retopology | character-artist, creature-artist | | UV seams, texel density, UDIM | uv-workflow | texture-workflow, materials | | PBR, procedural shaders | materials | texture-workflow, lookdev | | Baking, normal maps, atlases | texture-workflow | uv-workflow, materials | | Lookdev / shading review loop | lookdev | materials, lighting, camera-cinematography, qa-review | | Scatter, procedural systems | geometry-nodes | procedural-modeling, environment-artist | | Mood, cinematic lighting | lighting | rendering, lookdev, horror-style | | Camera, lenses, framing, camera moves | camera-cinematography | rendering, lighting, animation, compositing | | Final renders, passes | rendering | lighting, materials, compositing | | Compositor, grade, beauty stack | compositing | rendering, lookdev, vfx-fx | | Smoke, fire, particles, cinematic FX | vfx-fx | geometry-nodes, physics-sim, materials, compositing | | Rigid/soft body, destruction | physics-sim | vfx-fx, collision-proxy, animation | | Walk cycles, mechanical motion | animation | rigging | | Bones, IK, weight paint | rigging | animation, character-artist | | Rocks, roads, cables, buildings (procedural) | procedural-modeling | geometry-nodes | | Large scene layout, linking, overrides | scene-assembly | environment-artist, set-dressing, lighting | | Prop placement, narrative clutter | set-dressing | prop-artist, scene-assembly, environment-artist | | Archviz interiors/exteriors | archviz | materials, lighting, camera-cinematography, rendering | | Polycount, cleanup | asset-optimization | lod-pipeline, export-pipeline, qa-review | | LOD generat
94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints,…
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion…
Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human,…
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and…
Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and…
Activates when the user asks about AI prompts, needs prompt templates, wants to search for prompts, or mentions prompts.chat. Use…
AI-driven presentation workflow for generating editable PPTX decks and slides, reconstructing page visuals, creating reusable…
Use this skill when the user wants a .pptx with smooth cross-slide animation — PowerPoint Morph transitions, Keynote-style…
Create stunning, animation-rich HTML presentations from scratch or by converting PowerPoint files. Use when the user wants to…